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D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="Hussar" data-source="post: 5868425" data-attributes="member: 22779"><p>LOL. Rereading that, it makes me chuckle too. </p><p></p><p>Bill91 - not really. Sure, it might be loaded, but, the point is still there.</p><p></p><p>For those of us who had the 15 MAD, the game was broken because we didn't WANT a 15 MAD. Now, personally, I got around it with healing wands and reserve. That solved 99% of the problem. But, again, <u>the problem was there to be solved</u>. Half the time when 15 MAD arguments come up, there's a pretty vocal bunch who refuses to even acknowledge that the issue exists at all.</p><p></p><p>Which makes it really frustrating to discuss when the other side of the discussion refuses to even acknowledge the existence of the problem in the first place. </p><p></p><p>See, to me, you're right. The 15 MAD is a play choice. You don't have to play that way. But, even so, the mechanics are channelling you down certain lanes of play if you want to avoid the 15 MAD - "smart play", "timed adventures" "random encounters" etc. If you don't want to choose one of these "fixed" playstyles, then you wind up with the 15 MAD. </p><p></p><p>To me, particularly in 3e, 15 MAD is a systemic issue. Yes, you can work around it. I certainly did. Or, you can go with a different system, and you get 4e where you don't have 15 MAD issues right out of the gate.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5868425, member: 22779"] LOL. Rereading that, it makes me chuckle too. Bill91 - not really. Sure, it might be loaded, but, the point is still there. For those of us who had the 15 MAD, the game was broken because we didn't WANT a 15 MAD. Now, personally, I got around it with healing wands and reserve. That solved 99% of the problem. But, again, [u]the problem was there to be solved[/u]. Half the time when 15 MAD arguments come up, there's a pretty vocal bunch who refuses to even acknowledge that the issue exists at all. Which makes it really frustrating to discuss when the other side of the discussion refuses to even acknowledge the existence of the problem in the first place. See, to me, you're right. The 15 MAD is a play choice. You don't have to play that way. But, even so, the mechanics are channelling you down certain lanes of play if you want to avoid the 15 MAD - "smart play", "timed adventures" "random encounters" etc. If you don't want to choose one of these "fixed" playstyles, then you wind up with the 15 MAD. To me, particularly in 3e, 15 MAD is a systemic issue. Yes, you can work around it. I certainly did. Or, you can go with a different system, and you get 4e where you don't have 15 MAD issues right out of the gate. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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